X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?p=physics.git;a=blobdiff_plain;f=src%2FcollisionManager.cpp;fp=src%2FcollisionManager.cpp;h=c9af58d97e1ef27a6b49e4fc2b5e09f0bf110d73;hp=74158fd74db44472bce1b4f4423a132174f91794;hb=fd1a93a71bc0222dd77f56c145d550cb6f7829bc;hpb=a1a3765dc4eaa4f8dad5d8710c3e6f420d3d2e09 diff --git a/src/collisionManager.cpp b/src/collisionManager.cpp index 74158fd..c9af58d 100644 --- a/src/collisionManager.cpp +++ b/src/collisionManager.cpp @@ -108,7 +108,7 @@ void placeEntity(PhysicsEntity* ppe) { const float& xb = pBall->positionRaw().m_fX; const float& yb = pBall->positionRaw().m_fY; - const float& rad = pBall->radius; + const float& rad = pBall->m_radius; vecMin.m_fX = xb - rad; vecMin.m_fY = yb - rad; @@ -124,8 +124,8 @@ void placeEntity(PhysicsEntity* ppe) if( pPoly != NULL ) { - vecMin = pPoly->minP; - vecMax = pPoly->maxP; + vecMin = pPoly->m_minP; + vecMax = pPoly->m_maxP; goto start; } @@ -235,10 +235,10 @@ void applyCollision(Ball* pb1, Ball* pb2) const Vector2& vecNormal = cInfo.m_vecNormal; const Vector2& vecPoint = cInfo.m_vecPoint; - float m1 = pb1->mass; - float m2 = pb2->mass; + float m1 = pb1->m_mass; + float m2 = pb2->m_mass; - float e = (pb1->CoR + pb2->CoR) / 2; + float e = (pb1->m_CoR + pb2->m_CoR) / 2; Vector2 v1 = pb1->velocityRaw(); Vector2 v2 = pb2->velocityRaw(); @@ -267,7 +267,7 @@ void applyCollision(Polygon* pPoly, Ball* pBall) // a few values to simplify the equations const Vector2& vecNorm = cInfo.m_vecNormal; - float fCoR = pBall->CoR; + float fCoR = pBall->m_CoR; Vector2 vecVelo = pBall->velocityRaw(); // impulse divided by mass @@ -280,15 +280,15 @@ void applyCollision(Polygon* pPoly, Ball* pBall) // CoR penetration fix, adds the polygon-ball jitters // from center to point - Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->radius; + Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->m_radius; pBall->applyNudge(cInfo.m_vecPoint + vecCollP - pBall->positionRaw()); } bool getInfo(const Ball* pb1, const Ball* pb2, CollisionInfo* pcInfo) { // a few values to simplify the equations - float r1 = pb1->radius; - float r2 = pb2->radius; + float r1 = pb1->m_radius; + float r2 = pb2->m_radius; Vector2 p1 = pb1->positionRaw(); Vector2 p2 = pb2->positionRaw(); @@ -321,14 +321,14 @@ bool getInfo(const Ball* pb1, const Ball* pb2, CollisionInfo* pcInfo) bool getInfo(const Polygon* pPoly, const Ball* pBall, CollisionInfo* pcInfo) { // a few values to simplify the equations - float fRad = pBall->radius; + float fRad = pBall->m_radius; Vector2 vecPos = pBall->positionRaw(); Vector2 vecVelo = pBall->velocityRaw(); - float fMaxX = pPoly->maxP.m_fX; - float fMinX = pPoly->minP.m_fX; - float fMaxY = pPoly->maxP.m_fY; - float fMinY = pPoly->minP.m_fY; + float fMaxX = pPoly->m_maxP.m_fX; + float fMinX = pPoly->m_minP.m_fX; + float fMaxY = pPoly->m_maxP.m_fY; + float fMinY = pPoly->m_minP.m_fY; // quick binding box check if (vecPos.m_fX - fRad > fMaxX || vecPos.m_fX + fRad < fMinX || @@ -340,7 +340,7 @@ bool getInfo(const Polygon* pPoly, const Ball* pBall, CollisionInfo* pcInfo) int iTot = 0; { - const vector& pts = pPoly->points; + const vector& pts = pPoly->m_points; unsigned int num = pts.size(); for (unsigned int i = 0; i < num; i++)